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Frame Analysis of Voice Interaction Gameplay

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Frame Analysis of Voice Interaction Gameplay. / Allison, Fraser; Newn, Joshua; Smith, Wally et al.
CHI '19: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems. New York: ACM, 2019. p. 393 (Conference on Human Factors in Computing Systems - Proceedings).

Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSNConference contribution/Paperpeer-review

Harvard

Allison, F, Newn, J, Smith, W, Carter, M & Gibbs, M 2019, Frame Analysis of Voice Interaction Gameplay. in CHI '19: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems. Conference on Human Factors in Computing Systems - Proceedings, ACM, New York, pp. 393. https://doi.org/10.1145/3290605.3300623

APA

Allison, F., Newn, J., Smith, W., Carter, M., & Gibbs, M. (2019). Frame Analysis of Voice Interaction Gameplay. In CHI '19: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems (pp. 393). (Conference on Human Factors in Computing Systems - Proceedings). ACM. https://doi.org/10.1145/3290605.3300623

Vancouver

Allison F, Newn J, Smith W, Carter M, Gibbs M. Frame Analysis of Voice Interaction Gameplay. In CHI '19: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems. New York: ACM. 2019. p. 393. (Conference on Human Factors in Computing Systems - Proceedings). doi: 10.1145/3290605.3300623

Author

Allison, Fraser ; Newn, Joshua ; Smith, Wally et al. / Frame Analysis of Voice Interaction Gameplay. CHI '19: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems. New York : ACM, 2019. pp. 393 (Conference on Human Factors in Computing Systems - Proceedings).

Bibtex

@inproceedings{eb8d8681658e43a6ab17d29e6dc82138,
title = "Frame Analysis of Voice Interaction Gameplay",
abstract = "Voice control is an increasingly common feature of digital games, but the experience of playing with voice control is often hampered by feelings of embarrassment and dissonance. Past research has recognised these tensions, but has not offered a general model of how they arise and how players respond to them. In this study, we use Erving Goffman{\textquoteright}s frame analysis [16], as adapted to the study of games by Conway and Trevillian [9], to understand the social experience of playing games by voice. Based on 24 interviews with participants who played voice-controlled games in a social setting, we put forward a frame analytic model of gameplay as a social event, along with seven themes that describe how voice interaction enhances or disrupts the player experience. Our results demonstrate the utility of frame analysis for understanding social dissonance in voice interaction gameplay, and point to practical considerations for designers to improve engagement with voice-controlled games.",
author = "Fraser Allison and Joshua Newn and Wally Smith and Marcus Carter and Martin Gibbs",
year = "2019",
month = may,
day = "2",
doi = "10.1145/3290605.3300623",
language = "English",
series = "Conference on Human Factors in Computing Systems - Proceedings",
publisher = "ACM",
pages = "393",
booktitle = "CHI '19: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems",

}

RIS

TY - GEN

T1 - Frame Analysis of Voice Interaction Gameplay

AU - Allison, Fraser

AU - Newn, Joshua

AU - Smith, Wally

AU - Carter, Marcus

AU - Gibbs, Martin

PY - 2019/5/2

Y1 - 2019/5/2

N2 - Voice control is an increasingly common feature of digital games, but the experience of playing with voice control is often hampered by feelings of embarrassment and dissonance. Past research has recognised these tensions, but has not offered a general model of how they arise and how players respond to them. In this study, we use Erving Goffman’s frame analysis [16], as adapted to the study of games by Conway and Trevillian [9], to understand the social experience of playing games by voice. Based on 24 interviews with participants who played voice-controlled games in a social setting, we put forward a frame analytic model of gameplay as a social event, along with seven themes that describe how voice interaction enhances or disrupts the player experience. Our results demonstrate the utility of frame analysis for understanding social dissonance in voice interaction gameplay, and point to practical considerations for designers to improve engagement with voice-controlled games.

AB - Voice control is an increasingly common feature of digital games, but the experience of playing with voice control is often hampered by feelings of embarrassment and dissonance. Past research has recognised these tensions, but has not offered a general model of how they arise and how players respond to them. In this study, we use Erving Goffman’s frame analysis [16], as adapted to the study of games by Conway and Trevillian [9], to understand the social experience of playing games by voice. Based on 24 interviews with participants who played voice-controlled games in a social setting, we put forward a frame analytic model of gameplay as a social event, along with seven themes that describe how voice interaction enhances or disrupts the player experience. Our results demonstrate the utility of frame analysis for understanding social dissonance in voice interaction gameplay, and point to practical considerations for designers to improve engagement with voice-controlled games.

U2 - 10.1145/3290605.3300623

DO - 10.1145/3290605.3300623

M3 - Conference contribution/Paper

T3 - Conference on Human Factors in Computing Systems - Proceedings

SP - 393

BT - CHI '19: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems

PB - ACM

CY - New York

ER -